It has been nearly a thousand years since the fall of the once great Golden Empire of Mankind, the assassination of the Emperor causing a civil war to break the nation into dozens of warring states. Each of these nations claim to rule the greater whole, and each has set forth a so-called heir to the Empire, none of which have been proven to be true of blood. With humanity fractured, and no longer keeping the greater threats at bay, countless other races have arisen to dominate their own area of the world. These younger races pursue their goals with all the enthusiasm of an emerging power, yet lack the stability of the old Empire, and as such many fall overnight to internal conflict. The darkness at the edges of the world slowly works its way into these nations that rise and fall, corrupting those found weak, and emboldening those who still cling to the Golden Empire's traditions.
While many of the nations are concerned with the political layout of the world, many of the religions of the world find their prayers unanswered in the aftermath of the Emperor's death. Those who do maintain contact with their gods speak of a terrible evil amassing, and that the gods themselves tremble before this grave threat. Though many simply pass this off as a desperate attempt to gain followers, none can look past the sudden resurgence of the Elder Races, and how they themselves seem more interested in the goings of the rest of the world. The Isoterix are seen for the first time outside the borders of their mysterious realm, the silver-skinned beings wandering the lands in search of their kin. Meanwhile it is said that the Tsintic's forest home has been less aggressive in its defenses, and that adventurers have actually seen the City of Memory and spoken with the Tsintic people. Even the Nier have started to expand beyond their borders, some of their members roaming about speaking of keeping "The Dark Ones" at bay and preaching of how The Light will remain when all else fails.
As the end of an era nears the world, many nations begin mobilizing for war, uncertain of the supposed dangers outside the known borders, and fearful of their neighbors. Others go on heedless of the preachings of the faithful, caring only to further their own goals. Little do these nations know that the mad ravings of the priests are correct, and that a Long Night approaches in which the forces of darkness will make a move on the civilized world that has been in planning for thousands of years.
This is, War Among the Realms.
-- Welcome players, to the IC for War Among the Realms. This is where you will guide your nation(or Character) to victory, help them to establish a lasting peace, pursue knowledge and innovation, or simply survive the onslaught of hostile nations/creatures that wander the world. This first round takes place in the Northern Realms, those of Amun'Daevier, the Illuminated Lands, The Reach, and Aild'vis. Place your pieces on the board, make your moves, and prepare for everything. --
<< GM messages will posted in ORANGE, as done here, to denote important actions that will have a lasting effect on either the realm, nation, or world as a whole. These actions can vary, and would typically be something rather obvious, but summaries will be posted accordingly to denote what is actually happening and how it will effect various players. As a first bit of interest for the nations of the world, news is traveling of the death of the Dwarven Steward, and that a Crusade is imminent. Some may choose to ally with the Dwarves, and open their borders, others may seek to aid the Isoterix nation that serves as a natural boundary to the Dwarven Crusaders. What your nation does with this news is fully up to you.>>